Thanks, guys. I was just talking to a guy here at work, and he sent me a script that automates ao baking, so I'm going to see if I can rework to make it run from command line. I'm more of a copy and paste guy when it comes to scripting, so this could be interesting. :)
Painted bump maps converted to normals will never replace a baked normal map, except for a flat plane(tiling texture or whatnot). When you bake a normal map from a high res source, you're replacing the mesh normals from the low with those of the high, that means all the shading and everything, its literally impossible to…
hello travisdreams You can use Xnormal, load your meshes in HighPoly's pannel and in LowPoly's pannel. When you bake your AO, just deactive the second object in low poly Pannel but let them checked both of them in highpoly. Repeat the operation on the second object. Don't forget to change the destination's name file You…
If you have this same geometry in multiple places, are they instances of the same geometry, or are they individual geometry with their own UVs. Don't bother with edge split modifier, it doesn't work most of the time and is outdated for your purposes. Are these pieces named properly? If so, check to make sure marmoset has…
I know Arnold has the bake to texture function but i'm wondering if it's possible to bake in different passes like specular, ambient light, direct light, diffuse, so I can composite in PS later. I'm used to that in Turtle renderer but Turtle can't bake PBR materials. Any clues? Thanks!
Do you guy bake it as one grouped mesh? I am using xNormals. When I use it, I bake out each item separately. Boots. Hat. Clothes. Skin. But I was wondering, if there was a better way? Do you bake 1 whole low poly character with a whole high poly version?
Hi guys! Got a question about baking occlusion maps in Painter; i'm used to using xNormal for baking, and i wanted to give Substance a go since the match naming option is really helpful (and overall, the baking process is more efficient). However, i usually use an hemisphere to get better light info (mentioned here) (since…
Hi all i have a small issue .im a beginner and im trying to understand the normal map baking and my first issue that i have is that my edges after baking smooth edges model to a hard edges model.. that my result after i bake the high to the low poly , and i checked the UVs and i think they seem fine i also saw in a forum…
Hey there, I have been working in a briefcase prop for a school project, by now I have both the HP and the LP but when I started baking normal maps my problems started. I get seams in some of the edges even though I have UV splits whenever I have a different smoothing group and I am using a cage to bake (I tried to bake…